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With Cataclysm less than a month away and more changes sure to hit the classes and leveling processes, it's kind of hard right now to dedicate the time to writing leveling guides because we know things are going to change again and that they're going to change soon. While I have dedicated this blog to leveling, not all of the posts have to be specifically about leveling classes, right? (The correct answer here is "yes" just in case you were wondering.)
I've mentioned hand-me-downs before in some of my leveling guides and in my heirloom guides as well, but I haven't really discussed them in particular just yet so that's what I'm going to do today. Rather than how to level your characters we're going to look at what kinds of gear you can give them to help enhance their performance without resorting to heirlooms. To some extent this is related to PvE twinking, but at the same time it's really not. Granted, you're making your character more powerful than they normally would be for their level, but we're not looking for best in slot so much as coolest, or most interesting, in slot.
You can look at this post as a replacement for heirlooms, or an addition to them, or you can look at it as a way to have heirloom-like items on a server that you don't have access to heirlooms on. In some ways it relates to Cynwise's post against heirlooms, and in others it doesn't. Think of them as sort of complimentary and yet contrasting at the same time…bah, just read it and decide for yourself.
I'll start off by talking about what they are and then how to make them, and by "make" I mean "enchant". I'm also going to give you a guideline for when to replace those items, which means sending them to your bank alt for storage until you roll another toon that can use them. And to wrap it up I'll give you a list of several different items that you can get for all of your low level toons to use for their HMD's.
General Concept
The basic idea of what I call "hand-me-downs" (or HMD's) is that you're taking items that can be passed from one toon to the next (so Common, White-quality items) and enhancing them them to make them better. Enhancements that we're going to talk about here come mostly from the Enchanting profession, though a few may also be found in Blacksmithing (counterweights, sheild spikes, etc), Leatherworking (armor kits), and Engineering (scopes).
The process of making these can be as cheap or as expensive as you want it to be. Personally, I don't mind putting forth extra expense to have extra fun on my low level toons because of the fact that I go through so many of them. But because there is a wide variety of options open to you I'm going to go ahead and list both cheap and expensive options.
Another thing to take into consideration on these types of items is Required Level. If you run a lot of instance you're going to find drops that are better than your HMD's eventually, so you don't want to get ones with a high level requirement or you're actually making yourself weaker than you otherwise could be. Typically I like to keep a maximum level requirement of 5 for my HMD's, though in some cases (melee weapons) I'll go up to level 12.
The whole point here is to get low level gear that you can pass around to any alts that you ever roll to make them more powerful starting out. As Cynwise and I have proved through experiment in both PvE and PvP at low levels, it isn't heirlooms that make your character so overpowered, it's actually the enchants. To be completely honest there, it's actually the combination of both the gear and enchants that makes them overpowered, but white items with enchants come in only slightly lower on the power scales than enchanted heirlooms.
To give you an example of that, I took a level 14 Hunter on a realm that I have no heirlooms on into Warsong Gulch. There I managed to do over 38,000 damage wearing my HMD's while the next highest player was another Hunter with 17,000 damage who was wearing full heirlooms and had a Cat pet which gives a bonus to Agility. I still can't inspect people for some stupid reason, so I can't verify whether or not he had enchanted his gear, but the fact that I was wearing white gear shows that my enchants were better than his heirlooms regardless of whether or not they were enchanted.
Melee & Ranged Weapons
We're going to start off with weapons because they have more potential than armor for making your low level toons extra powerful. When you're choosing a hand-me-down weapon, you need to consider which type you're really looking for. For Melee weapons you're interested in three things: damage, usefulness, and coolness.
Damage is an obvious one as it's basically the whole point of the weapon in the first place. The weapons we're really looking at in the damage category though are ones for non-casters, so melee and ranged weapons. The only time a weapon's damage is a factor for a caster is when the weapon in question is a wand, and even then it's only true for the first 20 levels or so at most. If you're not a caster then you want to be sure your weapon does some decent damage or else you're making yourself weaker rather than stronger.
Usefulness refers to how many classes and specs can use it, because not every class can use every weapon type, and a change in spec can mean a change in weapon type (a one-hand vs a two-hand for instance). What weapons do every melee class have in common? Not swords (shaman), not daggers (paladin), but maces and axes. The only non-caster that can't use maces is the Hunter, and if he gives a flip about melee damage then he's probably using the wrong class. So the best one-handed weapons to use for your HMD's are maces and axes, but the same can't be said for two-handed weapons because those same classes don't all use the two-handed versions of the same weapons (rogues).
Coolness is both the most important and least important at the same time, as it's all about how it looks or how your character uses it. A good example of use is the Draenei. Give a male spacegoat a crossbow and watch the animation – you're either going to love it, or you're going to hate it. Now, give a male spacegoat three different staff weapons and go auto-attack some things. You'll see that he has 3-5 animations for every staff attack, and some of them he uses with some staff models while others he does not. But it's not just about how your character uses them, it's also about the look of the weapon itself. Do you prefer straight swords with nothing special about them, or do you like hooks and barbs in the blade's design? Do you like your staff to look like a shepherd's crook or do you prefer them to be intricately carved and colored in the Blood Elf style?
Enchanting Melee & Ranged Weapons
For enchanting your weapons you need to figure out who's going to be using those weapons and for how long they might be using them. Melee weapons for a Rogue for instance are going to change much more frequently than melee weapons for a Hunter, and a Warrior wants +Strength enchants while a Rogue wants +Agility.
So the general guideline for enchants now are easiest to determine based off of the type of Armor that the character wears. If your character wears Mail armor that will increase to Plate after level 40 (Paladin, Warrior, Death Knight), then your best HMD enchants grant Strength. If your character wears Leather armor (Druid, Hunter, Rogue, Shaman), whether it increases to Mail at 40 or not, then your best HMD enchants grant Agility.
So the Mail toons want either Crusader (+100 Strength on proc) or +15 Strength, while your Leather toons want either +15 Agility (one-handed) or +25 Agility (two-handed). But that's if you're looking for straight stat bonuses. You may also choose to instead go with enchants that have a proc certain abilities or buffs like Fiery (+40 Fire damage on hit) or Lifestealing (steals health from target). You may also want to go with cheaper enchants that give small bonuses or that have different types of procs that may prove useful to you (Impact/Striking, Icy Chill, etc). Also, a frequently overlooked enchant is the Iron Counterweight which gives 20 Haste.
Primary Melee Enchants
Enchant Weapon – Crusader: Proc: +100 Strength for 15 sec., heals you for 75-125 (x2 crit)
Enchant 2H Weapon – Agility: +25 Agility
Enchant Weapon – Agility: +15 Agility
Enchant Weapon – Strength: +15 Strength
Iron Counterweight: +20 Haste to two-handed sword, mace, axe or polearm
My preference for Strength enchants is Crusader above all others because it's not only 200 AP on a Strength class when it procs, but it also has the added heal for survivability. If you're a Hunter or Feral Druid, then +25 Agility is where it's at. Rogues and Shamans should decide whether they want 60 AP and the crit from dual wielding +15 Agi enchants, or if they want the potential for higher AP on proc and survivability from using Crusader instead.
I lean towards Crusader even for my Agi classes, except for the Hunters, but that's just me.
Secondary Melee Enchants
Enchant Weapon – Fiery Weapon: Proc: +40 Fire damage (x2 crit)
Enchant Weapon – Lifestealing: Proc: Steals 30 health from the target (x2 crit)
Enchant Weapon – Unholy Weapon: Proc: Deals Shadow damage and reduces target's melee damage
Enchant Weapon – Icy Chill: Proc: -20% Attack speed, -60% Movement speed
These are only listed as "secondary" because they are procs rather than base stats. You can always count on the stat enchants to be there, where procs are often but not constant present.
Of these Fiery is my favorite and what I tend to use for most of my HMD's, often taking it over Crusader as well because it leads to a lot of one-shot kills in the first few levels. Lifestealing is also a really strong enchant that actually scales somewhat with your level so that it gets better as you get higher. From what I've read recently, it also received some kind of buff in 4.0.1, though I haven't found the details on that.
"Cheap" Melee Enchants
Enchant 2H Weapon – Superior Impact: +9 Damage
Enchant Weapon – Superior Striking: +5 Damage
Enchant 2H Weapon – Greater Impact: +7 Damage
Enchant Weapon – Greater Striking: +4 Damage
I only use these if I don't have the mats or the gold to afford either Fiery or Crusader. They aren't that great, so I don't use them, but if your resources are limited they're definitely better than nothing.
Ranged Weapon Enchants
Crude Scope (Req. 5): +1 Damage to a bow or gun
Standard Scope (Req. 10): +2 Damage to a bow or gun
Your Ranged weapons are pretty lonely in the enchanting category as your only options really are a +1 Damage scope that requires level 5 to benefit from, and a +2 Damage scope that requires level 10. The best HMD enchants you can give a hunter are actually his melee weapons by using the +Agility enchants mentioned above with the +25 Agi on a two-hander prior to level 20 and then +15 Agi on dual one-handers after 20.
Caster Weapons
The variety of caster weapons is a bit smaller than melee, but that's fine since we don't have quite as many requirements when choosing a good one either. If you're looking for a caster weapon then there are really only two factors to consider: usefulness and coolness.
Usefulness again has to deal with how many different classes and specs could make use of the weapon. Every healer in the game can use one-handed maces, so the healer HMD of choice is a one-handed mace. But not every caster can use maces (mage, warlock), so you would need something different for them. You can't just go with something like a dagger or a staff for all casters either though because Paladins can't use either of them. So for maximum usefulness you actually need two different caster heirlooms, one for healers (one-handed mace) and one for DPS (one-handed dagger or staff).
You also have to consider off-hand items when it comes to caster HMD's, because an HMD along with an off-hand is typically better than a staff, especially at low levels where the most powerful enchants are not restricted by weapon types.
Coolness again refers to looks, though for casters it's more often the look of the actual item than the animation since many casting animations do little with your weapon if anything at all.
Primary Caster Enchants
Enchant Weapon – Mighty Intellect: +22 Intellect
Enchant Weapon – Spell Power: +30 Spell Power
Enchant Weapon – Healing Power: +29 Spell Power
In 3.5 the +30 SP was the go-to enchant for casters, but with the change to spell power Mighty Intellect has taken the lead. It's also the cheapest of the three options which makes it that much more appealing. You don't get quite as much spell power out of the deal, but you're trading 7-8 SP for 330 mana which is more than worth it for low level casters in my opinion.
Secondary Caster Enchants
Enchant 2H Weapon – Major Intellect: +9 Intellect
Enchant Weapon – Mighty Spirit: +20 Spirit
Enchant 2H Weapon – Major Spirit: +9 Spirit
If you can't find/afford the above options, then these are your backups. Not many classes care about Spirit anymore, so you might want to check your class and spec before you consider them. They will help with your regen, so they're not worthless, but of these three your best option is most likely the +9 Int.
Shields come in basically two varieties: tank and caster. The two varieties make no difference in which HMD shield you choose (since the only stat they'll have is Armor), but the type of enchant you put on it may vary. If you want to tank, or otherwise deal most of your damage up close and personal, then you'll probably go for a shield spike for "free" damage when you block, where a caster HMD will look for other enchanting benefits such as the Vitality enchant which restores health and mana.
There's not a whole lot to say about HMD shields really. Personally I level my melee classes, including my tanks, without a shield until level 15 because the extra damage from a two-handed weapon is better for leveling through that level range. For my casters I usually go ahead and make use of the shields because I favor one-handed HMD's over a staff so the shield is just another resource for me to enchant.
Primary Shield Enchants
Felsteel Shield Spike: Deals 26-38 damage when you block
Thorium Shield Spike: Deals 20-30 damage when you block
Mithril Shield Spike: Deals 16-20 damage when you block
Enchant Shield – Vitality:
Restore 4 health and mana every 5 seconds +10 Stamina and +10 Spirit
Enchant Shield – Greater Stamina: +7 Stamina
If you do use the Felsteel Shield Spike you can pretty easily just tag a mob with an attack or debuff and then let them kill themselves on your shield, making leveling pretty ridiculous at the early stages. Casters will benefit most from the Vitality enchant for the health and mana restore, though it's not all that much so skipping it for another option isn't a bad idea either.
UPDATE: The 4.1 patch did away with all MP5/HP5 enchants and turned them into Spirit and Stamina bonuses instead. Enchant Shield – Vitality is an example of that, which used to provide both MP5 and HP5 and now gives +10 to both Stamina and Spirit instead.
Secondary Shield Enchants
Iron Shield Spike: Deals 8-12 damage when you block
Enchant Shield – Lesser Block: +10 Parry
Enchant Shield – Lesser Protection: +30 Armor
These are your other options. I don't use them on my own, but that's because I'm a professions freak and have the better options available to me or I'm willing to chase someone down that can provide them instead. These are all decent options though if you can't get the others.
Armor isn't nearly as important as your weapons because in the levels that you'll use HMD's you should not have very many issues with survivability, making the armor stat mush less impressive than it really is. The main benefit that you'll get from your HMD's then is actually the enchants that you place on them. The best-in-slot items for both chest and leg slots (that can be used at level 1) are interestingly cloth items; Haliscan Jacket and Haliscan Pantaloons.
And since the whole point of HMD's is to enchant them in order to make them more powerful than regular gear, we're not going to bother making HMD's that cannot benefit from enchants, or which benefit only a very small amount. So we're not going to look at Belts, jewelry or trinkets.
Melee & Range Chest Enchants
Enchant Chest – Exceptional Health: +150 Health [ilvl 35+]
Enchant Chest – Exceptional Stats: +6 All Stats [ilvl 35+]
Enchant Chest – Greater Stats: +4 All Stats
Enchant Chest – Stats: +3 All Stats
Enchant Chest – Major Health: +100 Health
The +150 Health enchant can only be placed on the Haliscan Jacket because it requires a minimum item level of 35 and the Haliscan is one of only two items you can wear at level 1 that meat that item level requirement. The other is an expensive gown purchased in Moonglade which is limited quantity and has a horribly long respawn time. To give you an example of how hard it is to find, I've been looking now for almost 5 weeks and I've never even seen it.
The best option for offense rather than survival is the +6 Stats which still gives you 60 Health, but also a fair amount of Attack and/or Spellpower. Like the +150 Health though, it toon can only be placed on the Haliscan Jacket.
UPDATE: Sadly 4.1 also brought a nerf to the types of enchants we used on the Haliscan Jacket. Instead of requiring item level 35 to enchant, Burning Crusade enchants were switched to require character level 25 instead. Unless your character lives in a hole from which they never quest and never run dungeons, it's almost impossible to not have a better chest piece by level 25.
The +4 Stats enchant is pretty hard to find and you're going to pay a pretty copper for it if you buy it on the AH, so you may want to settle for the much easier to obtain +3 Stats. The +100 Health isn't going to help you perform any better in combat, it's just survivability, so it's listed last.
[Edit: Missed the +6 Stats enchant.]
Caster Chest Enchants
Enchant Chest – Exceptional Stats: +6 All Stats [ilvl 35+]
Enchant Chest – Greater Stats: +4 All Stats
Enchant Chest – Stats: +3 All Stats
Enchant Chest – Restore Mana Prime: Restore 7 Mana every 5 seconds [ilvl 35+]
Enchant Chest – Major Mana: +100 Mana
Restore Mana Prime is just like the +150 Health enchant, being available only on the Haliscan Jacket if you want it from level 1. Mana regeneration isn't a big deal in the first 15 levels (usually), but some classes and leveling styles can make good use of it. A good example of one you might want to use it on is a Shadow Priest using Shadow Word: Pain spam on multiple targets to level with. It's a high mana cost spell, so having more mana or mana regen helps that leveling style quite a bit.
The best choice here is +6 Stats which gives you 90 Mana and 6 Spell Power, though it too can only be placed on the Haliscan Jacket.
UPDATE: Sadly 4.1 also brought a nerf to the types of enchants we used on the Haliscan Jacket. Instead of requiring item level 35 to enchant, Burning Crusade enchants were switched to require character level 25 instead. Unless your character lives in a hole from which they never quest and never run dungeons, it's almost impossible to not have a better chest piece by level 25.
We have the same situation with the Stats enchants here as we do above with the Melee enchants and for the same reasons. Again, I list the +100 Mana last here, but only because I consider it less valuable than the others. For casters, mana = damage so having more mana does essentially make you more powerful; just not directly. Despite it being last on my list, I tend to use it above all of the others for my personal HMD's, because I like to have a ton of mana to work with and don't mind sacrificing a few points of spell power for 100 extra mana.
[Edit: Missed the +6 Stats enchant.]
Melee & Ranged Bracer Enchants
Enchant Bracer – Superior Strength: +9 Strength
Enchant Bracer – Superior Stamina: +9 Stamina
Enchant Bracer – Minor Agility: +1 Agility
I don't know why in the world they gave us +9 to both Strength and Stamina, but not Agility. We don't even have a +7, +5, or even +3 Agility; they just left us with +1. So for almost every case I suggest you go with the +9 Strength. The one exception would be, maybe, the +1 Agility for a Hunter since Strength is essentially useless. But again, Stamina is strictly a survivability enchant, so I would personally go for Strength over all (save Hunter) and Stamina only if you're feeling especially squishy for some reason.
Caster Bracer Enchants
Enchant Bracer – Healing Power: +15 Spell Power
Enchant Bracer – Greater Intellect: +7 Intellect
Enchant Bracer – Mana Regeneration:
Restore 5 Mana every 5 seconds +9 Spirit
I personally choose +15 SP for my bracer enchants, but the +7 Intellect enchant is a lot better now that Int=SP. You can either have 15 Sp or you can have 7 SP and 105 Mana to go with it. It's up to you really, I just like to have that extra level of power from the 15 SP for my personal taste.
I feel that the mp5 enchant is the weakest here, but it's still a decent fit for a caster. Mana Regeneration's +9 Spirit might be useful for low level casters, but it's kind of weak in my opinion. You may consider it if you're a healer, but I wouldn't even look at it if you're going for DPS unless you can't find or can't afford one of the others.
Professions Glove Enchants
Enchant Gloves – Advanced Mining: +5 Mining
Enchant Gloves – Advanced Herbalism: +5 Herbalism
Enchant Gloves – Skinning: +5 Skinning
Enchant Gloves – Angler: +5 Fishing
Enchant Gloves – Riding Skill: +2% Mounted speed
I want to draw special attention to these enchants because they really can be a life saver while you're leveling, especially if you do so quickly or have a habit of using Recruit-a-Friend so that you tend to out-level your farming zones. I suggest you keep a pair of cloth gloves around with Mining, herbalism, and Skinning for all of your alts and maybe even a couple of copies if you gather with a lot of your alts.
I hate fishing, so I've never used the Angler enchant, but it's there if you want it. I also don't use the Riding Skill one either because I just don't care about a whopping 2% speed increase. If you do want a speed increase then you may consider some Mithril Spurs on a pair or two of white boots.
Melee & Ranged Glove Enchants
Enchant Gloves – Superior Agility: +15 Agility
Enchant Gloves – Greater Strength: +7 Strength
Enchant Gloves – Minor Haste: +10 Haste
Enchant Gloves – Greater Agility: +7 Agility
Enchant Gloves – Threat: +2% Threat on all attacks
The best enchant available to you in this category is +15 Agility, probably even for your Strength-based classes. Haste is a fairly good option as well, basically reducing your auto-attacks by 0.10 seconds up to level 20, and also speeding up your bleed effects a bit. I'm not an expert on haste for melee classes though so don't quote me on that one.
I went ahead and listed the Threat enchant for those of you who want to give tanking a shot with the new expansion. DPS classes hit hard and they hit pretty fast, so if you're considering tanking you might want to keep a pair of these in your bags just in case you find yourself slacking on the threat meters. The 2% bonus isn't a huge deal, but if you need help in that area then there's where you find it.
Caster Glove Enchants
Enchant Gloves – Healing Power: +16 Spell Power
Enchant Gloves – Fire Power: +20 Fire Spell Power
Enchant Gloves – Frost Power: +20 Frost Spell Power
Enchant Gloves – Shadow Power: +20 Shadow Spell Power
Enchant Gloves – Minor Haste: +10 Haste
Casters have a lot of really good options here. The generic enchant of choice is Healing Power for +16 SP to all of your spells, but if you know your'e going to spec for a specific damage type then you can go ahead and grab it instead. Fire Mages and Destro Locks can both use Fire Power, Frost Mages for Frost Power, and Shadow Priests and Warlocks can both use Shadow Power.
I personally put the Healing Power on my HMD's and save the specific damage types for when I get a solid glove upgrade in my 20's that binds to the character. In case you didn't already know, I have no problem throwing away imaginary gold to make my in game experiences more enjoyable, so enchant things that get replaced all the time.
Leg Enchants
Light Armor Kit: +8 Armor to Chest, Legs, Hands or Feet
Medium Armor Kit: [Lvl: 5] +16 Armor to Chest, Legs, Hands or Feet
I'm going to go ahead and list these here just for the sake of completion. I don't use HMD pants because of the fact that these are the only enchants you can put on them. A little extra armor never hurt anybody, but it never really helps for your low level toons either. Not when we're talking about 8-16 points of it, at least. If you want to use them, then here they are.
Melee & Ranged Boot Enchants
Enchant Boots – Greater Agility: +7 Agility
Enchant Boots – Minor Speed: +7% Run Speed
Enchant Boots – Lesser Accuracy: +5 Hit
Enchant Boots – Greater Stamina: +7 Stamina
Mithril Spurs: +4% Mounted run speed
While my personal choice for HMD boots is almost always Minor Speed, the +7 Agility is the best one for actually improving your performance. You can also get a lot of use out of the +5 Hit, especially if you're a dual wielding class/spec, so keep that one in mind. I only use the +7 Stamina enchant on my twinks, and even then I usually go for the run speed instead, but it's there if you want it.
I also included the Mithril Spurs for the sake of completion, though they're useless prior to level 20 when you actually a get a mount that you can use them on. I don't use these on actually HMD's, instead I generally purchase a pair of PvP boots once I get access to Arathi Basin which award a ground speed increase of their own, and then add the spurs so that I have a speed increase at all times.
Caster Boot Enchants
Enchant Boots – Minor Speed: +7% Run Speed
Enchant Boots – Lesser Accuracy: +5 Hit
Mithril Spurs: +4% Mounted run speed
Casters get the shaft on boot enchants, with nothing really standing out. I lean towards the speed increase for my personal use, but you might prefer the +5 Hit. Run Speed will help you quest and level faster, while Accuracy will help you kill faster, so the choice is yours.
I also included the Mithril Spurs for the sake of completion, though they're useless prior to level 20 when you actually a get a mount that you can use them on. I don't use these on actually HMD's, instead I generally purchase a pair of PvP boots once I get access to Arathi Basin which award a ground speed increase of their own, and then add the spurs so that I have a speed increase at all times.
Melee, Ranged and Caster Cloak Enchants
Enchant Cloak – Stealth: +8 Agility, +8% Dodge
Enchant Cloak – Superior Defense: +70 Armor
Enchant Cloak – Lesser Agility: +3 Agility
Enchant Cloak – Subtlety: -2% Threat
There aren't a whole lot of cloak enchants to choose from, and there's not really a good distinction between roles and specs either, so I've just lumped them all into one here.
Stealth has recently been changed from a literal buff to the Stealth skill to +8 Agility and +8 Dodge which completely blows the competition out of the water. We went from fairly weak cloak enchants to a near overpowered one. I only regret there's not an equally amazing cloak enchant for casters.
If you're an Agility class, then +3 Agi is probably your next best bet here, while a melee or Strength class might prefer +70 Armor. If you're playing DPS, especially a caster, then you might want to consider Subtlety if you're going to be using the dungeon finder a lot.
I've also included the Stealth enchant for those of you rolling Rogues and Feral Druids in the expansion. Seeing through stealth is a calculation (mostly) of your level versus your target's level, and this enchant basically mimic's the Night Elf's racial ability by treating you as though you're a level higher than you actually are. And it does stack with the Night Elf racial making you effectively 2 levels higher, or 3 if you happen to pick up the talents in the Subtlety tree.
Obtaining White Items
The simplest form of HMD white items are those that you can simply purchase from a vendor. The best level 1 HMD's are almost always vendor purchases, though there are a few exceptions if you're strictly looking for best-in-slot for a level 1. I'll try to keep the twink-focused part of my brain in a jar while I go over some of these as for twinking I'm willing to spend hours farming a specific drop where with HMD's I only do that if an item ranks super high on my coolness list.
The first thing we want to do is determine usefulness, what I talked about before by being usable by as many classes and specs as possible. Spec doesn't have a huge impact, but it does a little bit in cases like the Shaman who wants a two-hand +Agi weapon prior to level 10 as Enhancement, but one-hand +Int/+SP and a shield Vitality/+Stam/Spike as Elemental or Restoration.
Once you know what type of item you're looking for, you'll want to do a search in the Wowhead.com database similar to this one: Wowhead Search. That search will help you find white items that do not bind. Simply click around in the different item options and it will keep the filtering in place. You can then find whether the item can be purchased from a vendor or if it's a drop from certain mobs. Some white items are quest rewards also, that for some reason do not bind like all the others. most items will also have a screen shot of them that you can then use to determine coolness factor, so you may give up an item that's technically "better" for one that looks cooler.
I'm going to leave the Death Knight in the chart below for completion's sake, though you'll never want HMD's on a DK for anything other than roleplaying purposes, and in most cases not even then.
Classes that can use the item will have an 'X' in their box to note that they can use it, or a '-' to note that they cannot. If there is a number in the box instead, then it indicates the level at which the ability to use that item opens up to the class (like Plate Armor at level 40).
|Fist Weapon
|Dual Wield
*Shaman can dual wield at level 10, but only if they take the Enhancement spec.
Melee Weapons (1H)
Fine Scimitar: [Lvl: -] 3-7 Damage (2.5 DPS), 1.90 Speed
Arcane Forged Axe: [Lvl: -] 2-5 Damage (1.7 DPS), 2.00 Speed
Small Green Dagger: [Lvl: 5] 4-9 Damage (4.4 DPS), 1.50 Speed
Suggested Enchants: +15 Agility, Fiery Weapon, Lifestealing
Here are a few sample one-handed weapons for you to consider. First up we have a sword and Axe that both have no level requirement and are good for giving HMD's to your level 1 toons. Both do a decent a mount of damage for a level 1 toon and can be much more useful when enchanted.
The third option there requires level 5 to use it, but it's a decent example DPS increases from level 1-5. You may consider making multiple HMD's for your low level toons, or you may decided that you'd rather not bother until level 5. Some of you will obviously not want to bother with HMD's to begin with, but if you are interested then these are some examples of the best available to you.
Of the three, I think the Arcane Forged Axe comes is the best one when it comes to Coolness, but it also has the lowest damage. You'll also find that while the Fine Scimitar is the highest one-hand damage you can find on a level 1 white item, it's also a low drop rate where the Small Green Dagger comes form a rare spawn and the Arcane Forged Axe can be purchased from a Horde vendor.
Melee Weapons (2H)
Bastard Sword: [Lvl: -] 5-8 Damage (2.1 DPS), 3.00 Speed
Broad Axe: [Lvl: -] 5-8 Damage (2.1 DPS), 3.10 Speed
Vile Fine Battle Axe: [Lvl: 4] 12-19 Damage (5.1 DPS), 3.10 Speed
Frostbit Staff: [Lvl: 5] 12-19 Damage (5.8 DPS), 2.70 Speed
Suggested Enchants: Crusader, +15 Strength, Fiery Weapon, Iron Counterweight, +25 Agility (Hunter, Shaman, Druid)
The two-handed weapons are listed similarly to the one-handed. We have a couple of options for level 1 toons, an example of a level 4 weapon so you can see the potential benefit of waiting a few levels before using a HMD, and a level 5 option for those who wish both to wait and to have one that fits in the coolness factor.
A note about the enchants, even classes that get a 2:1 return on Agility->Attack Power receive a 1:1 return on Strength. So if you don't want to enchant multiple two-handed weapons then having one with Crusader will work for a Shaman or Druid as well, though they would get more consistent benefit from a staff w/ +25 Agility which could also be used by the Hunter.
Ranged Weapons
Cadet's Bow: [Lvl: -] 4-9 Damage (3.2 DPS), 2.00 Speed
Hornwood Recurve Bow: [Lvl: 3] 6-13 Damage (4.4 DPS), 2.10 Speed
Ornate Blunderbuss: [Lvl: 4] 7-15 Damage (5.1 DPS), 2.20 Speed
Suggested Enchants: Crude Scope, Standard Scope
The highest damage you can find on a bow at level 1 is sadly the Cadet's Bow which has a low drop rate and from only a few mobs. If you want to hunt the bow down, then feel free to do so, but it's pretty easily replaced by better ranged weapons that are available at levels 3 or 4.
The only class that really needs to worry about having a high-DPS ranged weapon is the Hunter, and with their power at low level they can make it to level 4 in the blink of an eye and bypass the need for the Cadet or Hornwood bows. If you're going to roll a Hunter I suggest you skip the Cadet's Bow and aim for either the Hornwood Bow or Ornate Blunderbuss when they become available, and then upgrade to better weapons once you get close to level 10. From there you should be able to find a decent bow made my Engineers that will easily last you until you can get the dungeon drops from either the BFD or WC instances.
Caster Weapons
Arcane Forged Mace: 2-5 Damage (1.7 DPS), 1.90 Speed
Arcane Forged Dirk: 1-4 Damage (1.7 DPS), 1.60 Speed
Arcane Forged Shortsword: 3-6 Damage (1.7 DPS), 2.6 Speed
Mana Gathering Staff: 5-9 Damage (2.1 DPS), 3.20 Speed
Apprentice's Staff: 3-5 Damage (1.3 DPS), 2.90 Speed
Suggested Enchants: +22 Intellect, +30 Spell Power, +29 Spell Power
You have a few different options open to you here. Every healer in the game can use a Mace, so you have a solid option there. All of the casters, except for Paladins, can use a Dagger so I've also listed the dirk there in case you want a fairly universal caster option that leaves out only a single class. The Arcane Forged Shortsword isn't a great option since none of your healers can use it (other than the Priest), but it's a cool looking weapon you can give to your DPS casters to make them stand out a bit more. Finally I have two different staff options for what I consider to be the two coolest designs available to new characters. They're both Blood Elf styled weapons, but they both look good to me so there they are.
Patch 4.0.1 changed Intellect so that it now gives 1 Spell Power per point, so the +22 Intellect enchant has more or less become best in slot because it gives Spell Power, Mana (330), and Spell Crit rather than just straight Spell Power. If you're seriously looking to stack as much SP as possible, then the +30 and +29 SP enchants are still the strongest you can get in those categories.
Large Round Shield: [Lvl: -] 171 Armor
Light Guard Shield: [Lvl: -] 116 Armor
Warrior's Shield: [Lvl: 4] 278 Armor
Dull Heater Shield: [Lvl: 5] 307 Armor
Standard Issue Shield: [Lvl: 5] 307 Armor
Suggested Enchants: Felsteel Shield Spike, 7 mp5, Thorium Shield Spike, +7 Stamina
Shields aren't all that important prior to level 10 or 15, so you might want to consider doing another search that looks at higher level shields if you're not going to use one right away. If you want one starting out though, the Large Round Shield is as good as it gets. While I do have a level 1 shield that I can pass around on my alts that use them, I wouldn't really recommend that you bother with one below level 5 when the Standard Issue and Heater Shields become available. They give almost twice the armor value and it takes all of 15 minutes to reach level 5 without heirlooms so it's not a big deal to wait. And the Standard Issue Shield is probably the coolest looking low level shield in the game, give or take a couple of the other options I have listed there.
For your enchants you want to get something that's going to work for your class. If you're a Shaman then you probably don't want to bother with a shield spike and will be better served going with either the Vitality (mp5) or Stamina enchants. For a Warrior or Paladin I would go with shield spikes for sure, even for a Holy Paladin. I could go into detail on the best shields to pick up throughout the whole leveling process, but…that's a whole other post all on its own.
Armor Sets
I have each of the three armor sets available to characters prior to level 40 listed below. For details on the enchants you may want to refer to the armor section up above to find links and specific names for enchants that I have listed here.
I've gone ahead and listed full sets here just in case you want the full setup, but in case you missed it in that great wall of text up above, I don't actually use Belts or Pants for my own HMD's. I will occasionally wear the Haliscan Pantaloons with a +16 Armor kit on them just so they match my Haliscan Jacket, but it's just for looks for the most part. If you want to skip the belt and legs like I do, feel free.
Cloth Armor Set
Chest: Haliscan Jacket: 90 Armor, Festival Dress: 13 Armor
Legs: Haliscan Pantaloons: 77 Armor, Black Tuxedo Pants: 54 Armor
Waist: Light Cloth Belt: 12 Armor
Bracer: Light Cloth Bracers: 9 Armor
Gloves: Battle Worn Handguards: 18 Armor, Light Cloth Gloves: 13 Armor
Feet: Dress Shoes: 9 Armor
Back: Linen Cloak: 12 Armor
For your caster HMD's you have quite a few options really, so I've just gone and listed the highest Armor set that you can purchase from a vendor and use at level 1. I think the Blood Elves beat everyone else out when it comes to cool looking gear for low level toons, so theirs are the ones I have listed. You'll notice that I have a couple of different options for some of those slots, and I do it mostly for the coolness factor.
The Haliscan Jacket is the best chest armor in the game for a level 1, regardless of your class. But personally, I really don't like having my casters in shirts, I much prefer them to have robes. So I also listed what I consider to be the coolest looking robe, the Festival Dress. Both of these are made by tailors, and pretty easy to find though they might be expensive (especially on a RP server).
A similar situation comes up with the legs, Haliscan Pantaloons are the best pants you can get for any toon. The next best are the Black Tuxedo Pants, and again the top two pants options are both tailoring recipes. The cloak is also a Tailor-made piece, though it's not outstanding in any respect other than being tied with a few others for highest Armor value without a level requirement.
UPDATE: The recent change (nerf) to enchants that could be placed on the Haliscan Jacket mean it's no longer anywhere close to being the front runner. Instead, just grab a good looking chest piece with a decent amount of armor on it, and go with it. While it did have a good armor value, its major draw was being able to use higher level enchants that no longer benefit characters under level 25.
Leather Armor Set
Chest: Haliscan Jacket: 90 Armor (Cloth), Sun Cured Vest: 33 Armor
Legs: Haliscan Pantaloons: 77 Armor, Black Tuxedo Pants: 54 Armor, Sun Cured Pants: 29 Armor
Waist: Squeeler's Belt: 22 Armor, Sun Cured Belt: 18 Armor
Bracer: Sun Cured Bracers: 14 Armor
Gloves: Sun Cured Gloves: 20 Armor
Feet: Sun Cured Boots: 23 Armor
Back: Linen Cloak: 12 Armor
Similar to the cloth set up above, I've taken the vendor bought Leather set from the Blood Elf starting area. For level 1 characters these do end up being the strongest items available to you, so I haven't bothered listing items for other levels. Most of your cloth wearers aren't going to have a serious need to upgrade from their HMD items before you find options from dungeons or quests that can replace them. The one exception there would be a Feral Druid tank who may consider swapping out some of these pieces for higher armor when it's time to start running random dungeons.
Haliscan Jacket and Pantaloons and the Tuxedo Pants easily beat out the best leather options at level 1, so they're listed here as well even though they're cloth.
UPDATE: The recent change (nerf) to enchants that could be placed on the Haliscan Jacket mean it's no longer anywhere close to being the front runner. Instead, just grab a good looking chest piece with a decent amount of armor on it, and go with it. While it did have a good armor value, its major draw was being able to use higher level enchants that no longer benefit characters under level 25.
Mail Armor Set
Chest: Haliscan Jacket: 90 Armor (Cloth), Unadorned Chain Vest: 53 Armor
Legs: Haliscan Pantaloons: 77 Armor, Black Tuxedo Pants: 54 Armor, Unadorned Chain Leggings: 47 Armor
Waist: Unadorned Chain Belt: 30 Armor
Bracer: Unadorned Chain Bracers: 23 Armor
Gloves: Unadorned Chain Gloves: 33 Armor
Feet: Unadorned Chain Boots: 37 Armor
Back: Linen Cloak: 12 Armor
No surprises here, again we have the Blood Elf starting zone's vendor items. Warriors get better Rage if their armor is a somewhat slacking (at least they used to), and Paladins have plenty of self healing at their disposal, so I wouldn't bother replacing HMD's on either of them until you start to find superior dungeon drops or significant quest rewards.
I still get a little chuckle at the
Haliscan Jacket/Pantaloons and Tuxedo Pants beat out even the best Mail options at level 1, so they're listed here as well even though they're cloth.
UPDATE: The recent change (nerf) to enchants that could be placed on the Haliscan Jacket mean it's no longer anywhere close to being the front runner. Instead, just grab a good looking chest piece with a decent amount of armor on it, and go with it. While it did have a good armor value, its major draw was being able to use higher level enchants that no longer benefit characters under level 25.


text:
A chicken curry that's speedy, easy and delicious
It didn't seem too much to ask for. I wanted a coconut chicken curry that is fast, delicious and not loaded with fat. Turned out to be easier than I expected.
Let's start with the sauce. The key is to make it rich and flavorful without resorting to the usual culprit — full-fat coconut milk. I considered using light coconut milk, but generally have found curries made with it to be thin and uninspiring. Fat, after all, is mighty yummy.
My solution was to start with a small amount of light coconut milk, but then doctor it up. Pureeing into it a jar of roasted red peppers and a small onion was just the trick. This provided the sauce with body, as well as both sweet and savory flavors. A hefty dose of curry powder and some lemon grass added during cooking rounded it all out.
To cook, all I did was bring my sauce to a simmer in a large sauté pan, then add my chicken. To bulk out the recipe with good lean protein, I also added a can of chickpeas. I tasted it as it cooked and felt it was missing something ... sweet. But I wanted to avoid the obvious — sugar, honey, etc. — if I could. So I tried adding grated carrots. Perfect! More healthy veggies and just the right amount of natural sweetness.
While you could use boneless, skinless chicken breasts in this recipe, I prefer thighs. They have a richer flavor and don't get tough the way breasts can.
Start to finish: 30 minutes
Servings: 6
12-ounce jar roasted red peppers, drained
1 small yellow onion, chopped
1 cup chicken broth
½ cup light coconut milk
2 teaspoons curry powder
Three 3-inch lengths fresh lemon grass
15-ounce can chickpeas, drained
1 cup grated carrots
1 ¾ pounds boneless, skinless chicken thighs
In a blender or food processor, combine the red peppers, onion, broth, coconut milk and curry powder. Process or puree until completely smooth.
Pour the sauce into a large, deep sauté pan over medium-high heat. Bring to a simmer. Use a rolling pin or meat mallet to lightly crush the lemon grass, then add to the sauce. Stir in the chickpeas and carrots. Nestle the chicken thighs into the sauce, being sure the tops are covered. Reduce the heat to maintain a simmer and cook, uncovered, for 20 minutes.
Remove and discard the lemon grass. Serve the chicken with chickpeas, carrots and sauce spooned over it.
Nutrition information per serving: 320 calories; 110 calories from fat (34 percent of total calories); 12 g fat (4 g saturated; 0 g trans fats); 90 mg cholesterol; 23 g carbohydrate; 4 g fiber; 3 g sugar; 30 g protein; 600 mg sodium.
J.M. Hirsch is the food editor for The Associated Press. He blogs at http://www.LunchBoxBlues.com and tweets at http://twitter.com/JM--Hirsch

subset: commoncrawl


text:
|Praying for: Fulani, Bagirmi of Chad
|Topic: 1 of 3
Unreached People Groups
|Try it Out!
Pray for Wayne & Kathleen
Pray for Yourself
"Finally, brethren, pray for us that the word of the Lord may spread rapidly and be glorified, just as it did also with you; and that we may be delivered from perverse and evil men; for not all have faith." -2Thes. 3:1-2


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This is either awfully amusing, or amusingly awful. Granted, Paramount Vantage's Black Snake Moan deserved to die at the box office because of its offensive advertising. But perhaps this political parody would have fared better because the poster is just damn funny, with its tag line "He's got her on a short leash" — especially given the latest news reports about the intense Obama vs Hillary battle for campaign funds, endorsements and now black politicians' support.
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In our website you will be able to find the solution for Coin crossword clue. Crosswords are the best brain teaser puzzles which we recommend you to play. First because you can learn each day new things from their questions and second because it grows your brain agility each day and more. We have started to share all the possible crossword clues of all crossword puzzles all around the world. If you can't find any clue please contact us via email and we will be glad add that clue and it's solutions so you keep playing your favorite crossword.
CLUE: Coin crossword clue
Part of: Evening Standard Quick July 20 2017


text:
cc [flag . . .] file -locurses [library . . .]
#include <ocurses.h>
int cbreak(void); int nocbreak(void); int echo(void); int noecho(void); int halfdelay(int tenths); int intrflush(WINDOW win, bool bf); int keypad(WINDOW win, bool bf); int meta(WINDOW win, bool bf); int nodelay(WINDOW win, bool bf); int notimeout(WINDOW win, bool bf); int raw(void); int noraw(void); void noqiflush(void); void qiflush(void); void timeout(int delay); void wtimeout(WINDOW win, int delay); int typeahead(int fd);
Note that cbreak overrides raw. [See curs_getch(3ocurses) for a discussion of how these routines interact with echo and noecho.]
The echo and noecho routines control whether characters typed by the user are echoed by getch as they are typed. Echoing by the tty driver is always disabled, but initially getch is in echo mode, so characters typed are echoed. Authors of most interactive programs prefer to do their own echoing in a controlled area of the screen, or not to echo at all, so they disable echoing by calling noecho. [See curs_getch(3ocurses) for a discussion of how these routines interact with cbreak and nocbreak.]
The halfdelay routine is used for
half-delay mode,
which is similar to cbreak
mode in that characters typed by the
user are immediately available to the program.
However, after blocking for
tenths of seconds, ERR is returned if nothing has
been typed. The value of tenths must be a number between 1 and 255. Use nocbreak to leave half-delay mode.
If the intrflush option is enabled, (bf is TRUE), when an interrupt key is pressed on the keyboard (interrupt, break, quit) all output in the tty driver queue will be flushed, giving the effect of faster response to the interrupt, but causing curses to have the wrong idea of what is on the screen. Disabling (bf is FALSE), the option prevents the flush. The default for the option is inherited from the tty driver settings. The window argument is ignored.
The keypad option enables the keypad of the user's terminal. If enabled (bf is TRUE), the user can press a function key (such as an arrow key) and wgetch returns a single value representing the function key, as in KEY_LEFT. If disabled (bf is FALSE), curses does not treat function keys specially and the program has to interpret the escape sequences itself. If the keypad in the terminal can be turned on (made to transmit) and off (made to work locally), turning on this option causes the terminal keypad to be turned on when wgetch is called. The default value for keypad is false.
Initially, whether the terminal returns 7 or 8 significant bits on input depends on the control mode of the tty driver [see termio(7)]. To force 8 bits to be returned, invoke meta(win, TRUE). To force 7 bits to be returned, invoke meta(win, FALSE). The window argument, win, is always ignored. If the terminfo capabilities smm (meta_on) and rmm (meta_off) are defined for the terminal, smm is sent to the terminal when meta(win, TRUE) is called and rmm is sent when meta(win, FALSE) is called.
The nodelay option causes getch to be a non-blocking call. If no input is ready, getch returns ERR. If disabled (bf is FALSE), getch waits until a key is pressed.
While interpreting an input escape sequence, wgetch sets a timer while waiting for the next character. If notimeout(win, TRUE) is called, then wgetch does not set a timer. The purpose of the timeout is to differentiate between sequences received from a function key and those typed by a user.
With the raw and noraw routines, the terminal is placed into or out of raw mode. Raw mode is similar to cbreak mode, in that characters typed are immediately passed through to the user program. The differences are that in raw mode, the interrupt, quit, suspend, and flow control characters are all passed through uninterpreted, instead of generating a signal. The behavior of the BREAK key depends on other bits in the tty driver that are not set by curses.
When the noqiflush routine is used, normal flush of input and output queues associated with the INTR, QUIT and SUSP characters will not be done [see termio(7)]. When qiflush is called, the queues will be flushed when these control characters are read.
The timeout and wtimeout routines set blocking or non-blocking read for a given window. If delay is negative, blocking read is used (that is, waits indefinitely for input). If delay is zero, then non-blocking read is used (that is, read returns ERR if no input is waiting). If delay is positive, then read blocks for delay milliseconds, and returns ERR if there is still no input. Hence, these routines provide the same functionality as nodelay, plus the additional capability of being able to block for only delay milliseconds (where delay is positive).
curses does ``line-breakout optimization'' by looking for typeahead periodically while updating the screen. If input is found, and it is coming from a tty, the current update is postponed until refresh or doupdate is called again. This allows faster response to commands typed in advance. Normally, the input FILE pointer passed to newterm, or stdin in the case that initscr was used, will be used to do this typeahead checking. The typeahead routine specifies that the file descriptor fd is to be used to check for typeahead instead. If fd is -1, then no typeahead checking is done.
Note that echo, noecho, halfdelay, intrflush, meta, nodelay, notimeout, noqiflush, qiflush, timeout, and wtimeout may be macros.


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Difference between revisions of "Talk:Cookbook"
(→Somehow use a literate Haskell Approach)
(link to pleac.sourceforge.net)
|Line 9:
|Line 9:
::: I've split up the page into subpages now, since saving and restructuring the content has become a pain. --[[User:Lenny222|Lenny222]] 10:54, 23 April 2009 (UTC)
::: I've split up the page into subpages now, since saving and restructuring the content has become a pain. --[[User:Lenny222|Lenny222]] 10:54, 23 April 2009 (UTC)
==Focus on Haskell concepts as well as general tasks==
==Focus on Haskell concepts as well as general tasks==
Revision as of 15:41, 24 April 2009
Size and direction of page
Personally, it seems to me that this will be a very large and overwhelming page if it is filled out with all the items in the TOC. What about having it as a gathering page, pointing to other cookbook pages that are subs of this? BrettGiles 17:44, 22 February 2007 (UTC)
- I think we should definitely do this, but after the page has grown big. As long as it's not needed, we should stick with one page. The user can now still easily scroll the page. User:chriseidhof.
- As of now, the very short entries for the chapter give the page its very own charm. I like it very much and I think we should stick to that. It's more a cheatsheet than a cookbook, but who cares. -- Apfelmus 19:19, 25 February 2007 (UTC)
- Makes sense. I like your thought of the page having "charm" :) BrettGiles 22:27, 26 February 2007 (UTC)
- I've split up the page into subpages now, since saving and restructuring the content has become a pain. --Lenny222 10:54, 23 April 2009 (UTC)
Do you guys know about this: http://pleac.sourceforge.net/ It seems to be abandoned and it seems the Haskell part didn't go that far, but it does show up on a google search. tanimoto 15:41, 24 April 2009 (UTC)
Focus on Haskell concepts as well as general tasks
I like the idea of selecting typical cookbook tasks and providing haskell code snippets. Also it might be useful to provide examples of certain haskell concepts that may not be related to a specific task, like "how to use Control.Monad", "how to use list comprehensions", "how to use STM" etc,. b7j0c
- As long as the focus is on practical use, yes. I think we should not provide abstract examples, but concrete examples of a practical problem. This is a bit more difficult, but way more interesting for the end-user.
Somehow use a literate Haskell Approach
to make sure that code examples actually do what they are supposed to do (i.e. with sth. like docTest)
Also, I find separate pages for strings and lists superfluous. Let's have "Strings" link to "Lists" for the list functions and only describe character-specific cases for "Strings" (Unicode, upper/lowercasing, ...) --jethr0 13:17, 23 April 2009 (UTC)
- You are right. We should "unify Strings and Lists", but in a way that people new to Haskell will find solutions to common programing problems. I am convinced that Strings := Lists don't come natural to most. So I am not yet sure how to do that. I also don't know how to mix literate Haskell with Wikimedia. --Lenny222 13:35, 23 April 2009 (UTC)


text:
by Kate Durgin
This October, Breast Cancer Awareness Month, Speed Rack launched a 10-city tour to find the fastest female bartender in America, while raising funds for breast cancer charities. The tour kicked off in Boston on October 10, 2011 at Villa Victoria Venter of the Arts. Founded by LUPEC New York's Ivy Mix and Lynette Marrero the National Competition "Speed Rack" featured top female bartenders form Boston in a head to head challenge based on time and accuracy.
Our beloveded bartenders Kelly Unda (Harvest, and Forum) faced Sabrina Kershaw (The Citizen, Noir) in the final round with Kershaw taking the win! However, this did not happen without a battle from our Boston Competitors…
Joy Richard, The Citizen
Nicole Lebedevitch, Eastern Standard
Trina Sturm, Trina's Starlight lounge
Bryn Tattan, Drink
Naomi Levy, Eastern Standard
California Gold, Drink
Jenn Lampman, Tremont 647
Janelle Poirier, Alibi Bar, and the Lounge Liberty Hotel
Joy Flanagan, Armsby Abbey
Candace Smith, Grill 23
Anakarina Gende, Green Street
Josey Packard, Drink
Lindsey Smith Mistral and Gypsy Bar
Kevyn Ashton, Russell House Tavern
Stephanie Clarkson
Elizabeth Powell, Descent
Speed Rack travels to cocktail focused cities with strong LUPEC Chapters including Portland (Oct 23, 2011), Los Angeles (Nov 13, 2011), and Washington DC (Dec 4, 2011). In 2012 Speed Rack will travel to San Francisco, Houston, Denver, Las Vegas, and Chicago, all with the goal of raising $75,000 before the ultimate Miss Speed Rack is crowned in May 2012 at the national finals in NYC.
Special thanks for small bites from The Citizen, The Franklin Cafe, The Franklin Southie, Toro, Coppa, Meyers + Chang and Trina's Starlite Lounge. As well as Judges, Misty Kalkofen, mixologist-extraordinaire from Drink and president of the Boston chapter of LUPEC, Jackson Cannon of Eastern Standard and Island Creek Oyster Bar, Liza Weisstuch a spirits and cocktail journalist and Christopher Myers, co-owner of Radius, Via Matta and Myers+Chang. Emcee Chris Patino was a riot, as always, and the "Rack Boys" – well, we couldn't have done it with out you!
Good luck Sabrina! Boston will be cheering for you in May!!!
Additional information can be found on the Speed Rack website http://www.speed-rack.com, on Facebook http://www.facebook/speedrackinfo and on twitter @speed-rack. To compete please contact email@example.com or firstname.lastname@example.com. Tickets for upcoming editions can be purchased at http://www.speedrack.eventbrite.com.
*Participating Sponsors for 2011 events:
Barritt's Ginger Beer
Beefeater Gin
Cocktail Kingdom
Famous Grouse
Fever-Tree Tonic
Harpoon Beer (Boston only)
Perfect Purée
Pierre Ferrand (Boston and Portland)
Plymouth Gin
Rhum Clement
Rhum JM
St. Germain
Woodford Reserve


text:
Monday's Boston Globe had a nice article, titled "Environmental cues affect how much you eat," by Judy Foreman on the Situation of Eating. We've included the introduction below.
* * *
Next time you sit down to dinner, dim the lights – but not too much. Both bright light and dim light may make you eat more. Watch the background music, too. If it's too fast, you'll eat fast, and therefore more; too slow and you'll keep eating. And think small for plates – a portion that looks skimpy on a dinner plate looks ample on a salad plate.
The more that researchers study obesity, the more they are finding that portion control is key to successful weight loss. Often, people think they're eating much less than really are. And these perceptions can be influenced, often outside our conscious awareness, by environmental cues, including lights and music.
* * *
The article also includes this situationist gem of a quote by Brian Wansink, author of Mindless Eating: Why We Eat More than We Think:
"The big danger . . . is that we all think we are too smart to be influenced by environmental cues. . . . The good news is that it is very easy to reverse these cues and to just as mindlessly eat less."
* * *
To access the entire article, including tips on what might be done to influence the situation that is otherwise influencing us, click here.
* * *
Below is six-minute interview of Brian Wansink in which he discusses several situational factors influencing what we eat and how much we enjoy it.
For a a more complete description and analysis of the situation of eating, see the law review article Broken Scales: Obesity and Justice in America by Situationist contributors Adam Benforado, Jon Hanson, and David Yosfion.
In case you missed Morgan's Spurlock' 2004 Academy-Award-Nominated documentary, Supersize Me, which explores some of the situational sources of obesity, you can watch the 100-minute movie below.
Vodpod videos no longer available.
For those interested, here is a list of related Situationist posts to date: "The Situation of Eating," "The Situation of the Dreaded 'Freshman 15'," "Our Situation Is What We Eat," "Social Networks," "Common Cause: Combating the Epidemics of Obesity and Evil," "The Situation of Fatness = Our 'Obesogenic' Society," "Innovative Policy: Zoning for Health," "Situational Obesity, or, Friends Don't Let Friends Eat and Veg," "McDonalds tastes better than McDonalds, if it's packaged right," "The Science of Addiction, The Myth of Choice," "The Situation of our Food – Part I," "The Situation of Our Food – Part II," "The Situation of Our Food – Part III," and "The Situation of our Food – Part IV."


text:
RSS Feed
Life Point is an inspirational show that airs at 8:45 am Monday – Thursday on 94.1 The Voice. Tom Dougherty of the Cloverdale Church of God seeks to share God's truth and interview people who have experienced an encounter with the Lord. They are never the same but in every show, He seeks to lift up the name of Jesus.


text:
CDL-A Owner Operators: Solo & Team in Parkersburg, WV
Join Clark Transfer and Get the Show on the Road!
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Team Owner-Operators
- Team owner operators earn $275,000 to $323,000+ on less than 110k miles
- Guaranteed minimum weekly average: $5,000/week worked (most earn $5,500 – $6,500+)
- New: $5,000 paid weekly for your first four weeks, including orientation
- $5,000 quarterly bonus
- Company supported Owner Operator health insurance program
- Paid cargo & liability insurances, fuel permits & fuel taxes, and company-paid tolls
Driver Requirements
- Class A CDL 23 years of age
- 2 years verifiable experience
- You must own your own Class 8 truck
Beyond the many job benefits previously mentioned above for truck driving jobs, there are several other appealing opportunities for truckers living in Parkersburg. Historically , truck drivers haves relied on coal mining, but in recent years increased technology production has improved the diversity of the West Virginia economy, and has afforded truckers several new opportunities. While there have been some recent struggles with the economy, truck drivers and those seeking truck driving jobs have found lucrative careers in trucking.
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Owner Operators
The information below provides insight into how working as an Owner Operator (also referred to as an Independent Contractor) may meet your expected lifestyle, work into your long-term career plans, and provide the working environment you seek.
What is an Owner Operator?
At its most basic level, an owner-operator (OO) is exactly as it sounds — a driver who owns the truck he or she operates as an independent business. For many truck drivers, becoming an OO means you have reached the pinnacle of the truck driving industry. You own, or have financed, the costs of your own truck in your own name. You decide who you will contract with, when you will contract, where you will drive, and the cargo you are willing to carry.
An OO is a "free and clear" small business owner. Likewise, those searching for freight shipment often prefer to deal with OOs and will pay more when the opportunity is exists. The fact that an OO, by definition, means the truck's owner and driver are one in the same removes the financial burden of a carrier or company hiring, training and maintaining extra drivers when demand sinks to normal or below normal levels.
What personal characteristics best serve Owner Operators?
Aside from the personal characteristics needed to be a good truck driver, an OO needs to have the knowledge and ability to operate within the industry and maintain mutually-beneficial relationships with clients. These client relationships must be developed to a level beyond that of any other type of driver. As an OO, you have reached the top of the heap when it comes to truck driving. There are no shortcuts, and through experience, you need to know how to react in virtually all situations ranging from personal interactions to truck repairs to working with your accountant if you are subject to an audit.
For additional information about Owner Operators, including what is a Owner Operator, pathways to securing a driving job, financial investment requirements, personal characteristics, average salaries and compensation structures of Owner Operators, visit Truck Driving Job Resources.
Team Drivers
The information below provides insight into how working as a Team Driver may meet your expected lifestyle, work into your long-term career plans, and provide the working environment you seek.
What is a Team Driver?
A team driver is a driver operating with a partner who shares driving duties and other tasks with the other partner. Delivery is much faster than utilizing a single driver, as Hours of Service regulations can be met for one driver while the other is resting. Team drivers often consist of spouses driving together or partners in an owner-operator situation. Likewise, an owner-operator may hire on another driver for the sole purpose of serving as part of a two-man team.
In some cases, a team can be formed by two individuals who may own a truck together or when one works for the other driver. But more frequently team drivers are the result of carrier or company programs that pair up drivers to provide the benefits a team arrangement offers. Of course, these teams must be carefully selected and monitored. People do not get along for a variety of reasons. A team that gets along well, communicates, and has similar goals and expectations of the job is going to be far more efficient and productive than a team that does not like driving together.
What personal characteristics are need for Team Drivers?
There is nothing as important to team driving as the personal relationships built between the partners. Aside from the personal characteristics needed to be a good truck driver, a Team Driver must be able to work day-in and day-out with a partner. You'll likely recognize that a team driving arrangement complicates and trumps any other issue you may run into in terms of personal characteristics.
For additional information about Team Drivers, including what is a Team Driver, pathways to securing a driving job, financial investment requirements, personal characteristics, average salaries and compensation structures of Team Drivers, visit Truck Driving Job Resources.
Different types of materials require different types of trailers, and each type of trailer offers drivers its own challenges. Therefore, it is important to understand what is required to not only drive your truck and your freight, but the trailer you are pulling as well.
What is Dry Van hauling?
Dry vans are likely the most basic type of trailer in the industry and the type beginning drivers are likely haul upon gaining their first jobs. A dry van is normally a 53-foot box-like trailers loaded with non-perishable good (think of the historical term of "dry goods store," and the type of products they sold).
What are requirements necessary to haul dry van equipment?
Typically, dry vans can be hauled by anyone holding the appropriate classification of CDL.
What endorsements are need for dry van hauling?
If the cargo is considered hazardous or includes hazardous materials, an (H), Hazardous Materials, or (X), Hazardous Materials/Tanker endorsement is needed.
For more information about Dry Van Hauling, including what type of companies hire, job requirements, compensation structures, what endorsements are needed, visit Truck Driving Job Resources.
Truck driving route type vary within the industry and are dependent on several factors including interstate trucking requirements, route planning, type of cargo hauled, frequency, hazardous materials restrictions, driver experience, etc.
Over the Road (OTR) Routes are likely those that most people with minimal knowledge of the trucking industry envision drivers working. OTR routes can be regional with occasional outside of region assignments or they may be cross-country to make one delivery or several along the way. OTR drivers are generally paid by the mile and are on the road for much of the year with limited home time.
Truck driving route type vary within the industry and are dependent on several factors including interstate trucking requirements, route planning, type of cargo hauled, frequency, hazardous materials restrictions, driver experience, etc.
Regional Routes are routes within a specified geographic region. The region may be as small as a few counties in a state, a state itself, or a number of states. Regions are often divided geographically in typical ways including the Northeast, Southeast, Midwest, Southwest Northwest, etc.


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Today's News: Our Take - Top Videos of the Week: Best Pop Songs of 2012, DMX Sings "Rudolph"
Our favorite online videos this week range from the cute to the downright weird. In keeping with the holiday spirit, we've got First Dog Bo Obama inspecting the White House Christmas decorations, rapper DMX singing "Rudolph the Red-Nosed Reindeer," and Jimmy Fallon, Mariah Carey and The Roots teaming up for a spirited rendition of "All I Want For Christmas Is You." But it's not all about the tinsel. We're also re-obsessed with Sesame Street's take on Boardwalk Empire, a patient pug teaching his feline sibling a lesson, and a mashup of the 50 best pop songs of 2012. Check out those videos and more below:
Bo Inspects the White House Christmas Decorations: Even the First Family is getting into the holiday spirit, decking the halls of the White House in preparation for the thousands of visitors who will pass through between now and the new year. Here, four-legged resident Bo gives the trimmings a final (and adorable) once-over.
Fall TV Scorecard: What's renewed/canceled?
Danielle Fishel Presents: "Lizdsay Taylorhan": Liz & Dick truly is the gift that keeps on giving. Here, Boy Meets World alum (and Girl Meets World star) Danielle Fishel does Lindsay Lohan doing Elizabeth Taylor. Got that? Just watch.
Sesame Street Presents Birdwalk Empire: Enough with the dogs. On to the birds. In celebration of this week's Boardwalk Empire finale, we're revisiting Sesame Street's kid-friendly version of HBO's gangster drama. Bonus points for whoever thought of"Nucky Ducky Thompson" and "Mallard Capone."
Instagram and Nickelback: College Humor does it again, this time with a music video remaking Nickelback's song "Photograph" into an ode to the Instagram app. Raise your hand if you're guilty of any of the clichés mentioned. (We know we are.)
Jimmy Fallon, Mariah Carey and The Roots' "All I Want for Christmas Is You": Forget cowbells. We've got Christmas fever, and the only solution is ... classroom instruments? Jimmy Fallon and his house band The Roots donned their ugliest holiday sweaters to cover Mariah Carey's classic "All I Want for Christmas Is You" with the American Idol judge herself - and a choir of kids to boot!
Pop Danthology 2012: In what's now becoming an annual tradition, artist Daniel Kim offers an eight-minute mashup of the 50 biggest pop songs from 2012. Whether you were partial to Gotye, Adele or Justin Bieber this year, this mashup has something for everyone. (You can also download the MP3 for free on Kim's Facebook page.) Our one gripe: no Taylor Swift?! Come on, Dan!
DMX Sings "Rudolph": Check out this little stocking stuffer of a clip, in which rapper DMX offers an impromptu take on "Rudolph, the Red-Nosed Reindeer" during a radio interview. Props for remembering the names of "all of the other reindeer," too!
View original Top Videos of the Week: Best Pop Songs of 2012, DMX Sings "Rudolph" at TVGuide.com
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